| 1 | /* |
| 2 | * inertia.c: Game involving navigating round a grid picking up |
| 3 | * gems. |
| 4 | * |
| 5 | * Game rules and basic generator design by Ben Olmstead. |
| 6 | * This re-implementation was written by Simon Tatham. |
| 7 | */ |
| 8 | |
| 9 | #include <stdio.h> |
| 10 | #include <stdlib.h> |
| 11 | #include <string.h> |
| 12 | #include <assert.h> |
| 13 | #include <ctype.h> |
| 14 | #include <math.h> |
| 15 | |
| 16 | #include "puzzles.h" |
| 17 | |
| 18 | /* Used in the game_state */ |
| 19 | #define BLANK 'b' |
| 20 | #define GEM 'g' |
| 21 | #define MINE 'm' |
| 22 | #define STOP 's' |
| 23 | #define WALL 'w' |
| 24 | |
| 25 | /* Used in the game IDs */ |
| 26 | #define START 'S' |
| 27 | |
| 28 | /* Used in the game generation */ |
| 29 | #define POSSGEM 'G' |
| 30 | |
| 31 | /* Used only in the game_drawstate*/ |
| 32 | #define UNDRAWN '?' |
| 33 | |
| 34 | #define DIRECTIONS 8 |
| 35 | #define DX(dir) ( (dir) & 3 ? (((dir) & 7) > 4 ? -1 : +1) : 0 ) |
| 36 | #define DY(dir) ( DX((dir)+6) ) |
| 37 | |
| 38 | /* |
| 39 | * Lvalue macro which expects x and y to be in range. |
| 40 | */ |
| 41 | #define LV_AT(w, h, grid, x, y) ( (grid)[(y)*(w)+(x)] ) |
| 42 | |
| 43 | /* |
| 44 | * Rvalue macro which can cope with x and y being out of range. |
| 45 | */ |
| 46 | #define AT(w, h, grid, x, y) ( (x)<0 || (x)>=(w) || (y)<0 || (y)>=(h) ? \ |
| 47 | WALL : LV_AT(w, h, grid, x, y) ) |
| 48 | |
| 49 | enum { |
| 50 | COL_BACKGROUND, |
| 51 | COL_OUTLINE, |
| 52 | COL_HIGHLIGHT, |
| 53 | COL_LOWLIGHT, |
| 54 | COL_PLAYER, |
| 55 | COL_DEAD_PLAYER, |
| 56 | COL_MINE, |
| 57 | COL_GEM, |
| 58 | COL_WALL, |
| 59 | NCOLOURS |
| 60 | }; |
| 61 | |
| 62 | struct game_params { |
| 63 | int w, h; |
| 64 | }; |
| 65 | |
| 66 | struct game_state { |
| 67 | game_params p; |
| 68 | int px, py; |
| 69 | int gems; |
| 70 | char *grid; |
| 71 | int distance_moved; |
| 72 | int dead; |
| 73 | }; |
| 74 | |
| 75 | static game_params *default_params(void) |
| 76 | { |
| 77 | game_params *ret = snew(game_params); |
| 78 | |
| 79 | ret->w = 10; |
| 80 | ret->h = 8; |
| 81 | |
| 82 | return ret; |
| 83 | } |
| 84 | |
| 85 | static void free_params(game_params *params) |
| 86 | { |
| 87 | sfree(params); |
| 88 | } |
| 89 | |
| 90 | static game_params *dup_params(game_params *params) |
| 91 | { |
| 92 | game_params *ret = snew(game_params); |
| 93 | *ret = *params; /* structure copy */ |
| 94 | return ret; |
| 95 | } |
| 96 | |
| 97 | static const struct game_params inertia_presets[] = { |
| 98 | { 10, 8 }, |
| 99 | { 15, 12 }, |
| 100 | { 20, 16 }, |
| 101 | }; |
| 102 | |
| 103 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 104 | { |
| 105 | game_params p, *ret; |
| 106 | char *retname; |
| 107 | char namebuf[80]; |
| 108 | |
| 109 | if (i < 0 || i >= lenof(inertia_presets)) |
| 110 | return FALSE; |
| 111 | |
| 112 | p = inertia_presets[i]; |
| 113 | ret = dup_params(&p); |
| 114 | sprintf(namebuf, "%dx%d", ret->w, ret->h); |
| 115 | retname = dupstr(namebuf); |
| 116 | |
| 117 | *params = ret; |
| 118 | *name = retname; |
| 119 | return TRUE; |
| 120 | } |
| 121 | |
| 122 | static void decode_params(game_params *params, char const *string) |
| 123 | { |
| 124 | params->w = params->h = atoi(string); |
| 125 | while (*string && isdigit((unsigned char)*string)) string++; |
| 126 | if (*string == 'x') { |
| 127 | string++; |
| 128 | params->h = atoi(string); |
| 129 | } |
| 130 | } |
| 131 | |
| 132 | static char *encode_params(game_params *params, int full) |
| 133 | { |
| 134 | char data[256]; |
| 135 | |
| 136 | sprintf(data, "%dx%d", params->w, params->h); |
| 137 | |
| 138 | return dupstr(data); |
| 139 | } |
| 140 | |
| 141 | static config_item *game_configure(game_params *params) |
| 142 | { |
| 143 | config_item *ret; |
| 144 | char buf[80]; |
| 145 | |
| 146 | ret = snewn(3, config_item); |
| 147 | |
| 148 | ret[0].name = "Width"; |
| 149 | ret[0].type = C_STRING; |
| 150 | sprintf(buf, "%d", params->w); |
| 151 | ret[0].sval = dupstr(buf); |
| 152 | ret[0].ival = 0; |
| 153 | |
| 154 | ret[1].name = "Height"; |
| 155 | ret[1].type = C_STRING; |
| 156 | sprintf(buf, "%d", params->h); |
| 157 | ret[1].sval = dupstr(buf); |
| 158 | ret[1].ival = 0; |
| 159 | |
| 160 | ret[2].name = NULL; |
| 161 | ret[2].type = C_END; |
| 162 | ret[2].sval = NULL; |
| 163 | ret[2].ival = 0; |
| 164 | |
| 165 | return ret; |
| 166 | } |
| 167 | |
| 168 | static game_params *custom_params(config_item *cfg) |
| 169 | { |
| 170 | game_params *ret = snew(game_params); |
| 171 | |
| 172 | ret->w = atoi(cfg[0].sval); |
| 173 | ret->h = atoi(cfg[1].sval); |
| 174 | |
| 175 | return ret; |
| 176 | } |
| 177 | |
| 178 | static char *validate_params(game_params *params, int full) |
| 179 | { |
| 180 | /* |
| 181 | * Avoid completely degenerate cases which only have one |
| 182 | * row/column. We probably could generate completable puzzles |
| 183 | * of that shape, but they'd be forced to be extremely boring |
| 184 | * and at large sizes would take a while to happen upon at |
| 185 | * random as well. |
| 186 | */ |
| 187 | if (params->w < 2 || params->h < 2) |
| 188 | return "Width and height must both be at least two"; |
| 189 | |
| 190 | /* |
| 191 | * The grid construction algorithm creates 1/5 as many gems as |
| 192 | * grid squares, and must create at least one gem to have an |
| 193 | * actual puzzle. However, an area-five grid is ruled out by |
| 194 | * the above constraint, so the practical minimum is six. |
| 195 | */ |
| 196 | if (params->w * params->h < 6) |
| 197 | return "Grid area must be at least six squares"; |
| 198 | |
| 199 | return NULL; |
| 200 | } |
| 201 | |
| 202 | /* ---------------------------------------------------------------------- |
| 203 | * Solver used by grid generator. |
| 204 | */ |
| 205 | |
| 206 | struct solver_scratch { |
| 207 | unsigned char *reachable_from, *reachable_to; |
| 208 | int *positions; |
| 209 | }; |
| 210 | |
| 211 | static struct solver_scratch *new_scratch(int w, int h) |
| 212 | { |
| 213 | struct solver_scratch *sc = snew(struct solver_scratch); |
| 214 | |
| 215 | sc->reachable_from = snewn(w * h * DIRECTIONS, unsigned char); |
| 216 | sc->reachable_to = snewn(w * h * DIRECTIONS, unsigned char); |
| 217 | sc->positions = snewn(w * h * DIRECTIONS, int); |
| 218 | |
| 219 | return sc; |
| 220 | } |
| 221 | |
| 222 | static void free_scratch(struct solver_scratch *sc) |
| 223 | { |
| 224 | sfree(sc); |
| 225 | } |
| 226 | |
| 227 | static int can_go(int w, int h, char *grid, |
| 228 | int x1, int y1, int dir1, int x2, int y2, int dir2) |
| 229 | { |
| 230 | /* |
| 231 | * Returns TRUE if we can transition directly from (x1,y1) |
| 232 | * going in direction dir1, to (x2,y2) going in direction dir2. |
| 233 | */ |
| 234 | |
| 235 | /* |
| 236 | * If we're actually in the middle of an unoccupyable square, |
| 237 | * we cannot make any move. |
| 238 | */ |
| 239 | if (AT(w, h, grid, x1, y1) == WALL || |
| 240 | AT(w, h, grid, x1, y1) == MINE) |
| 241 | return FALSE; |
| 242 | |
| 243 | /* |
| 244 | * If a move is capable of stopping at x1,y1,dir1, and x2,y2 is |
| 245 | * the same coordinate as x1,y1, then we can make the |
| 246 | * transition (by stopping and changing direction). |
| 247 | * |
| 248 | * For this to be the case, we have to either have a wall |
| 249 | * beyond x1,y1,dir1, or have a stop on x1,y1. |
| 250 | */ |
| 251 | if (x2 == x1 && y2 == y1 && |
| 252 | (AT(w, h, grid, x1, y1) == STOP || |
| 253 | AT(w, h, grid, x1, y1) == START || |
| 254 | AT(w, h, grid, x1+DX(dir1), y1+DY(dir1)) == WALL)) |
| 255 | return TRUE; |
| 256 | |
| 257 | /* |
| 258 | * If a move is capable of continuing here, then x1,y1,dir1 can |
| 259 | * move one space further on. |
| 260 | */ |
| 261 | if (x2 == x1+DX(dir1) && y2 == y1+DY(dir1) && dir1 == dir2 && |
| 262 | (AT(w, h, grid, x2, y2) == BLANK || |
| 263 | AT(w, h, grid, x2, y2) == GEM || |
| 264 | AT(w, h, grid, x2, y2) == STOP || |
| 265 | AT(w, h, grid, x2, y2) == START)) |
| 266 | return TRUE; |
| 267 | |
| 268 | /* |
| 269 | * That's it. |
| 270 | */ |
| 271 | return FALSE; |
| 272 | } |
| 273 | |
| 274 | static int find_gem_candidates(int w, int h, char *grid, |
| 275 | struct solver_scratch *sc) |
| 276 | { |
| 277 | int wh = w*h; |
| 278 | int head, tail; |
| 279 | int sx, sy, gx, gy, gd, pass, possgems; |
| 280 | |
| 281 | /* |
| 282 | * This function finds all the candidate gem squares, which are |
| 283 | * precisely those squares which can be picked up on a loop |
| 284 | * from the starting point back to the starting point. Doing |
| 285 | * this may involve passing through such a square in the middle |
| 286 | * of a move; so simple breadth-first search over the _squares_ |
| 287 | * of the grid isn't quite adequate, because it might be that |
| 288 | * we can only reach a gem from the start by moving over it in |
| 289 | * one direction, but can only return to the start if we were |
| 290 | * moving over it in another direction. |
| 291 | * |
| 292 | * Instead, we BFS over a space which mentions each grid square |
| 293 | * eight times - once for each direction. We also BFS twice: |
| 294 | * once to find out what square+direction pairs we can reach |
| 295 | * _from_ the start point, and once to find out what pairs we |
| 296 | * can reach the start point from. Then a square is reachable |
| 297 | * if any of the eight directions for that square has both |
| 298 | * flags set. |
| 299 | */ |
| 300 | |
| 301 | memset(sc->reachable_from, 0, wh * DIRECTIONS); |
| 302 | memset(sc->reachable_to, 0, wh * DIRECTIONS); |
| 303 | |
| 304 | /* |
| 305 | * Find the starting square. |
| 306 | */ |
| 307 | sx = -1; /* placate optimiser */ |
| 308 | for (sy = 0; sy < h; sy++) { |
| 309 | for (sx = 0; sx < w; sx++) |
| 310 | if (AT(w, h, grid, sx, sy) == START) |
| 311 | break; |
| 312 | if (sx < w) |
| 313 | break; |
| 314 | } |
| 315 | assert(sy < h); |
| 316 | |
| 317 | for (pass = 0; pass < 2; pass++) { |
| 318 | unsigned char *reachable = (pass == 0 ? sc->reachable_from : |
| 319 | sc->reachable_to); |
| 320 | int sign = (pass == 0 ? +1 : -1); |
| 321 | int dir; |
| 322 | |
| 323 | #ifdef SOLVER_DIAGNOSTICS |
| 324 | printf("starting pass %d\n", pass); |
| 325 | #endif |
| 326 | |
| 327 | /* |
| 328 | * `head' and `tail' are indices within sc->positions which |
| 329 | * track the list of board positions left to process. |
| 330 | */ |
| 331 | head = tail = 0; |
| 332 | for (dir = 0; dir < DIRECTIONS; dir++) { |
| 333 | int index = (sy*w+sx)*DIRECTIONS+dir; |
| 334 | sc->positions[tail++] = index; |
| 335 | reachable[index] = TRUE; |
| 336 | #ifdef SOLVER_DIAGNOSTICS |
| 337 | printf("starting point %d,%d,%d\n", sx, sy, dir); |
| 338 | #endif |
| 339 | } |
| 340 | |
| 341 | /* |
| 342 | * Now repeatedly pick an element off the list and process |
| 343 | * it. |
| 344 | */ |
| 345 | while (head < tail) { |
| 346 | int index = sc->positions[head++]; |
| 347 | int dir = index % DIRECTIONS; |
| 348 | int x = (index / DIRECTIONS) % w; |
| 349 | int y = index / (w * DIRECTIONS); |
| 350 | int n, x2, y2, d2, i2; |
| 351 | |
| 352 | #ifdef SOLVER_DIAGNOSTICS |
| 353 | printf("processing point %d,%d,%d\n", x, y, dir); |
| 354 | #endif |
| 355 | /* |
| 356 | * The places we attempt to switch to here are: |
| 357 | * - each possible direction change (all the other |
| 358 | * directions in this square) |
| 359 | * - one step further in the direction we're going (or |
| 360 | * one step back, if we're in the reachable_to pass). |
| 361 | */ |
| 362 | for (n = -1; n < DIRECTIONS; n++) { |
| 363 | if (n < 0) { |
| 364 | x2 = x + sign * DX(dir); |
| 365 | y2 = y + sign * DY(dir); |
| 366 | d2 = dir; |
| 367 | } else { |
| 368 | x2 = x; |
| 369 | y2 = y; |
| 370 | d2 = n; |
| 371 | } |
| 372 | i2 = (y2*w+x2)*DIRECTIONS+d2; |
| 373 | if (x2 >= 0 && x2 < w && |
| 374 | y2 >= 0 && y2 < h && |
| 375 | !reachable[i2]) { |
| 376 | int ok; |
| 377 | #ifdef SOLVER_DIAGNOSTICS |
| 378 | printf(" trying point %d,%d,%d", x2, y2, d2); |
| 379 | #endif |
| 380 | if (pass == 0) |
| 381 | ok = can_go(w, h, grid, x, y, dir, x2, y2, d2); |
| 382 | else |
| 383 | ok = can_go(w, h, grid, x2, y2, d2, x, y, dir); |
| 384 | #ifdef SOLVER_DIAGNOSTICS |
| 385 | printf(" - %sok\n", ok ? "" : "not "); |
| 386 | #endif |
| 387 | if (ok) { |
| 388 | sc->positions[tail++] = i2; |
| 389 | reachable[i2] = TRUE; |
| 390 | } |
| 391 | } |
| 392 | } |
| 393 | } |
| 394 | } |
| 395 | |
| 396 | /* |
| 397 | * And that should be it. Now all we have to do is find the |
| 398 | * squares for which there exists _some_ direction such that |
| 399 | * the square plus that direction form a tuple which is both |
| 400 | * reachable from the start and reachable to the start. |
| 401 | */ |
| 402 | possgems = 0; |
| 403 | for (gy = 0; gy < h; gy++) |
| 404 | for (gx = 0; gx < w; gx++) |
| 405 | if (AT(w, h, grid, gx, gy) == BLANK) { |
| 406 | for (gd = 0; gd < DIRECTIONS; gd++) { |
| 407 | int index = (gy*w+gx)*DIRECTIONS+gd; |
| 408 | if (sc->reachable_from[index] && sc->reachable_to[index]) { |
| 409 | #ifdef SOLVER_DIAGNOSTICS |
| 410 | printf("space at %d,%d is reachable via" |
| 411 | " direction %d\n", gx, gy, gd); |
| 412 | #endif |
| 413 | LV_AT(w, h, grid, gx, gy) = POSSGEM; |
| 414 | possgems++; |
| 415 | break; |
| 416 | } |
| 417 | } |
| 418 | } |
| 419 | |
| 420 | return possgems; |
| 421 | } |
| 422 | |
| 423 | /* ---------------------------------------------------------------------- |
| 424 | * Grid generation code. |
| 425 | */ |
| 426 | |
| 427 | static char *gengrid(int w, int h, random_state *rs) |
| 428 | { |
| 429 | int wh = w*h; |
| 430 | char *grid = snewn(wh+1, char); |
| 431 | struct solver_scratch *sc = new_scratch(w, h); |
| 432 | int maxdist_threshold, tries; |
| 433 | |
| 434 | maxdist_threshold = 2; |
| 435 | tries = 0; |
| 436 | |
| 437 | while (1) { |
| 438 | int i, j; |
| 439 | int possgems; |
| 440 | int *dist, *list, head, tail, maxdist; |
| 441 | |
| 442 | /* |
| 443 | * We're going to fill the grid with the five basic piece |
| 444 | * types in about 1/5 proportion. For the moment, though, |
| 445 | * we leave out the gems, because we'll put those in |
| 446 | * _after_ we run the solver to tell us where the viable |
| 447 | * locations are. |
| 448 | */ |
| 449 | i = 0; |
| 450 | for (j = 0; j < wh/5; j++) |
| 451 | grid[i++] = WALL; |
| 452 | for (j = 0; j < wh/5; j++) |
| 453 | grid[i++] = STOP; |
| 454 | for (j = 0; j < wh/5; j++) |
| 455 | grid[i++] = MINE; |
| 456 | assert(i < wh); |
| 457 | grid[i++] = START; |
| 458 | while (i < wh) |
| 459 | grid[i++] = BLANK; |
| 460 | shuffle(grid, wh, sizeof(*grid), rs); |
| 461 | |
| 462 | /* |
| 463 | * Find the viable gem locations, and immediately give up |
| 464 | * and try again if there aren't enough of them. |
| 465 | */ |
| 466 | possgems = find_gem_candidates(w, h, grid, sc); |
| 467 | if (possgems < wh/5) |
| 468 | continue; |
| 469 | |
| 470 | /* |
| 471 | * We _could_ now select wh/5 of the POSSGEMs and set them |
| 472 | * to GEM, and have a viable level. However, there's a |
| 473 | * chance that a large chunk of the level will turn out to |
| 474 | * be unreachable, so first we test for that. |
| 475 | * |
| 476 | * We do this by finding the largest distance from any |
| 477 | * square to the nearest POSSGEM, by breadth-first search. |
| 478 | * If this is above a critical threshold, we abort and try |
| 479 | * again. |
| 480 | * |
| 481 | * (This search is purely geometric, without regard to |
| 482 | * walls and long ways round.) |
| 483 | */ |
| 484 | dist = sc->positions; |
| 485 | list = sc->positions + wh; |
| 486 | for (i = 0; i < wh; i++) |
| 487 | dist[i] = -1; |
| 488 | head = tail = 0; |
| 489 | for (i = 0; i < wh; i++) |
| 490 | if (grid[i] == POSSGEM) { |
| 491 | dist[i] = 0; |
| 492 | list[tail++] = i; |
| 493 | } |
| 494 | maxdist = 0; |
| 495 | while (head < tail) { |
| 496 | int pos, x, y, d; |
| 497 | |
| 498 | pos = list[head++]; |
| 499 | if (maxdist < dist[pos]) |
| 500 | maxdist = dist[pos]; |
| 501 | |
| 502 | x = pos % w; |
| 503 | y = pos / w; |
| 504 | |
| 505 | for (d = 0; d < DIRECTIONS; d++) { |
| 506 | int x2, y2, p2; |
| 507 | |
| 508 | x2 = x + DX(d); |
| 509 | y2 = y + DY(d); |
| 510 | |
| 511 | if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h) { |
| 512 | p2 = y2*w+x2; |
| 513 | if (dist[p2] < 0) { |
| 514 | dist[p2] = dist[pos] + 1; |
| 515 | list[tail++] = p2; |
| 516 | } |
| 517 | } |
| 518 | } |
| 519 | } |
| 520 | assert(head == wh && tail == wh); |
| 521 | |
| 522 | /* |
| 523 | * Now abandon this grid and go round again if maxdist is |
| 524 | * above the required threshold. |
| 525 | * |
| 526 | * We can safely start the threshold as low as 2. As we |
| 527 | * accumulate failed generation attempts, we gradually |
| 528 | * raise it as we get more desperate. |
| 529 | */ |
| 530 | if (maxdist > maxdist_threshold) { |
| 531 | tries++; |
| 532 | if (tries == 50) { |
| 533 | maxdist_threshold++; |
| 534 | tries = 0; |
| 535 | } |
| 536 | continue; |
| 537 | } |
| 538 | |
| 539 | /* |
| 540 | * Now our reachable squares are plausibly evenly |
| 541 | * distributed over the grid. I'm not actually going to |
| 542 | * _enforce_ that I place the gems in such a way as not to |
| 543 | * increase that maxdist value; I'm now just going to trust |
| 544 | * to the RNG to pick a sensible subset of the POSSGEMs. |
| 545 | */ |
| 546 | j = 0; |
| 547 | for (i = 0; i < wh; i++) |
| 548 | if (grid[i] == POSSGEM) |
| 549 | list[j++] = i; |
| 550 | shuffle(list, j, sizeof(*list), rs); |
| 551 | for (i = 0; i < j; i++) |
| 552 | grid[list[i]] = (i < wh/5 ? GEM : BLANK); |
| 553 | break; |
| 554 | } |
| 555 | |
| 556 | free_scratch(sc); |
| 557 | |
| 558 | grid[wh] = '\0'; |
| 559 | |
| 560 | return grid; |
| 561 | } |
| 562 | |
| 563 | static char *new_game_desc(game_params *params, random_state *rs, |
| 564 | char **aux, int interactive) |
| 565 | { |
| 566 | return gengrid(params->w, params->h, rs); |
| 567 | } |
| 568 | |
| 569 | static char *validate_desc(game_params *params, char *desc) |
| 570 | { |
| 571 | int w = params->w, h = params->h, wh = w*h; |
| 572 | int starts = 0, gems = 0, i; |
| 573 | |
| 574 | for (i = 0; i < wh; i++) { |
| 575 | if (!desc[i]) |
| 576 | return "Not enough data to fill grid"; |
| 577 | if (desc[i] != WALL && desc[i] != START && desc[i] != STOP && |
| 578 | desc[i] != GEM && desc[i] != MINE && desc[i] != BLANK) |
| 579 | return "Unrecognised character in game description"; |
| 580 | if (desc[i] == START) |
| 581 | starts++; |
| 582 | if (desc[i] == GEM) |
| 583 | gems++; |
| 584 | } |
| 585 | if (desc[i]) |
| 586 | return "Too much data to fill grid"; |
| 587 | if (starts < 1) |
| 588 | return "No starting square specified"; |
| 589 | if (starts > 1) |
| 590 | return "More than one starting square specified"; |
| 591 | if (gems < 1) |
| 592 | return "No gems specified"; |
| 593 | |
| 594 | return NULL; |
| 595 | } |
| 596 | |
| 597 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 598 | { |
| 599 | int w = params->w, h = params->h, wh = w*h; |
| 600 | int i; |
| 601 | game_state *state = snew(game_state); |
| 602 | |
| 603 | state->p = *params; /* structure copy */ |
| 604 | |
| 605 | state->grid = snewn(wh, char); |
| 606 | assert(strlen(desc) == wh); |
| 607 | memcpy(state->grid, desc, wh); |
| 608 | |
| 609 | state->px = state->py = -1; |
| 610 | state->gems = 0; |
| 611 | for (i = 0; i < wh; i++) { |
| 612 | if (state->grid[i] == START) { |
| 613 | state->grid[i] = STOP; |
| 614 | state->px = i % w; |
| 615 | state->py = i / w; |
| 616 | } else if (state->grid[i] == GEM) { |
| 617 | state->gems++; |
| 618 | } |
| 619 | } |
| 620 | |
| 621 | assert(state->gems > 0); |
| 622 | assert(state->px >= 0 && state->py >= 0); |
| 623 | |
| 624 | state->distance_moved = 0; |
| 625 | state->dead = FALSE; |
| 626 | |
| 627 | return state; |
| 628 | } |
| 629 | |
| 630 | static game_state *dup_game(game_state *state) |
| 631 | { |
| 632 | int w = state->p.w, h = state->p.h, wh = w*h; |
| 633 | game_state *ret = snew(game_state); |
| 634 | |
| 635 | ret->p = state->p; |
| 636 | ret->px = state->px; |
| 637 | ret->py = state->py; |
| 638 | ret->gems = state->gems; |
| 639 | ret->grid = snewn(wh, char); |
| 640 | ret->distance_moved = state->distance_moved; |
| 641 | ret->dead = FALSE; |
| 642 | memcpy(ret->grid, state->grid, wh); |
| 643 | |
| 644 | return ret; |
| 645 | } |
| 646 | |
| 647 | static void free_game(game_state *state) |
| 648 | { |
| 649 | sfree(state->grid); |
| 650 | sfree(state); |
| 651 | } |
| 652 | |
| 653 | static char *solve_game(game_state *state, game_state *currstate, |
| 654 | char *aux, char **error) |
| 655 | { |
| 656 | return NULL; |
| 657 | } |
| 658 | |
| 659 | static char *game_text_format(game_state *state) |
| 660 | { |
| 661 | return NULL; |
| 662 | } |
| 663 | |
| 664 | struct game_ui { |
| 665 | float anim_length; |
| 666 | int flashtype; |
| 667 | int deaths; |
| 668 | int just_made_move; |
| 669 | int just_died; |
| 670 | }; |
| 671 | |
| 672 | static game_ui *new_ui(game_state *state) |
| 673 | { |
| 674 | game_ui *ui = snew(game_ui); |
| 675 | ui->anim_length = 0.0F; |
| 676 | ui->flashtype = 0; |
| 677 | ui->deaths = 0; |
| 678 | ui->just_made_move = FALSE; |
| 679 | ui->just_died = FALSE; |
| 680 | return ui; |
| 681 | } |
| 682 | |
| 683 | static void free_ui(game_ui *ui) |
| 684 | { |
| 685 | sfree(ui); |
| 686 | } |
| 687 | |
| 688 | static char *encode_ui(game_ui *ui) |
| 689 | { |
| 690 | char buf[80]; |
| 691 | /* |
| 692 | * The deaths counter needs preserving across a serialisation. |
| 693 | */ |
| 694 | sprintf(buf, "D%d", ui->deaths); |
| 695 | return dupstr(buf); |
| 696 | } |
| 697 | |
| 698 | static void decode_ui(game_ui *ui, char *encoding) |
| 699 | { |
| 700 | int p = 0; |
| 701 | sscanf(encoding, "D%d%n", &ui->deaths, &p); |
| 702 | } |
| 703 | |
| 704 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 705 | game_state *newstate) |
| 706 | { |
| 707 | /* |
| 708 | * Increment the deaths counter. We only do this if |
| 709 | * ui->just_made_move is set (redoing a suicide move doesn't |
| 710 | * kill you _again_), and also we only do it if the game isn't |
| 711 | * completed (once you're finished, you can play). |
| 712 | */ |
| 713 | if (!oldstate->dead && newstate->dead && ui->just_made_move && |
| 714 | newstate->gems) { |
| 715 | ui->deaths++; |
| 716 | ui->just_died = TRUE; |
| 717 | } else { |
| 718 | ui->just_died = FALSE; |
| 719 | } |
| 720 | ui->just_made_move = FALSE; |
| 721 | } |
| 722 | |
| 723 | struct game_drawstate { |
| 724 | game_params p; |
| 725 | int tilesize; |
| 726 | int started; |
| 727 | unsigned short *grid; |
| 728 | blitter *player_background; |
| 729 | int player_bg_saved, pbgx, pbgy; |
| 730 | }; |
| 731 | |
| 732 | #define PREFERRED_TILESIZE 32 |
| 733 | #define TILESIZE (ds->tilesize) |
| 734 | #define BORDER (TILESIZE) |
| 735 | #define HIGHLIGHT_WIDTH (TILESIZE / 10) |
| 736 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
| 737 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
| 738 | |
| 739 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 740 | int x, int y, int button) |
| 741 | { |
| 742 | int w = state->p.w, h = state->p.h /*, wh = w*h */; |
| 743 | int dir; |
| 744 | char buf[80]; |
| 745 | |
| 746 | dir = -1; |
| 747 | |
| 748 | if (button == LEFT_BUTTON) { |
| 749 | /* |
| 750 | * Mouse-clicking near the target point (or, more |
| 751 | * accurately, in the appropriate octant) is an alternative |
| 752 | * way to input moves. |
| 753 | */ |
| 754 | |
| 755 | if (FROMCOORD(x) != state->px || FROMCOORD(y) != state->py) { |
| 756 | int dx, dy; |
| 757 | float angle; |
| 758 | |
| 759 | dx = FROMCOORD(x) - state->px; |
| 760 | dy = FROMCOORD(y) - state->py; |
| 761 | /* I pass dx,dy rather than dy,dx so that the octants |
| 762 | * end up the right way round. */ |
| 763 | angle = atan2(dx, -dy); |
| 764 | |
| 765 | angle = (angle + (PI/8)) / (PI/4); |
| 766 | assert(angle > -16.0F); |
| 767 | dir = (int)(angle + 16.0F) & 7; |
| 768 | } |
| 769 | } else if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8')) |
| 770 | dir = 0; |
| 771 | else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2')) |
| 772 | dir = 4; |
| 773 | else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4')) |
| 774 | dir = 6; |
| 775 | else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6')) |
| 776 | dir = 2; |
| 777 | else if (button == (MOD_NUM_KEYPAD | '7')) |
| 778 | dir = 7; |
| 779 | else if (button == (MOD_NUM_KEYPAD | '1')) |
| 780 | dir = 5; |
| 781 | else if (button == (MOD_NUM_KEYPAD | '9')) |
| 782 | dir = 1; |
| 783 | else if (button == (MOD_NUM_KEYPAD | '3')) |
| 784 | dir = 3; |
| 785 | |
| 786 | if (dir < 0) |
| 787 | return NULL; |
| 788 | |
| 789 | /* |
| 790 | * Reject the move if we can't make it at all due to a wall |
| 791 | * being in the way. |
| 792 | */ |
| 793 | if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL) |
| 794 | return NULL; |
| 795 | |
| 796 | /* |
| 797 | * Reject the move if we're dead! |
| 798 | */ |
| 799 | if (state->dead) |
| 800 | return NULL; |
| 801 | |
| 802 | /* |
| 803 | * Otherwise, we can make the move. All we need to specify is |
| 804 | * the direction. |
| 805 | */ |
| 806 | ui->just_made_move = TRUE; |
| 807 | sprintf(buf, "%d", dir); |
| 808 | return dupstr(buf); |
| 809 | } |
| 810 | |
| 811 | static game_state *execute_move(game_state *state, char *move) |
| 812 | { |
| 813 | int w = state->p.w, h = state->p.h /*, wh = w*h */; |
| 814 | int dir = atoi(move); |
| 815 | game_state *ret; |
| 816 | |
| 817 | if (dir < 0 || dir >= DIRECTIONS) |
| 818 | return NULL; /* huh? */ |
| 819 | |
| 820 | if (state->dead) |
| 821 | return NULL; |
| 822 | |
| 823 | if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL) |
| 824 | return NULL; /* wall in the way! */ |
| 825 | |
| 826 | /* |
| 827 | * Now make the move. |
| 828 | */ |
| 829 | ret = dup_game(state); |
| 830 | ret->distance_moved = 0; |
| 831 | while (1) { |
| 832 | ret->px += DX(dir); |
| 833 | ret->py += DY(dir); |
| 834 | ret->distance_moved++; |
| 835 | |
| 836 | if (AT(w, h, ret->grid, ret->px, ret->py) == GEM) { |
| 837 | LV_AT(w, h, ret->grid, ret->px, ret->py) = BLANK; |
| 838 | ret->gems--; |
| 839 | } |
| 840 | |
| 841 | if (AT(w, h, ret->grid, ret->px, ret->py) == MINE) { |
| 842 | ret->dead = TRUE; |
| 843 | break; |
| 844 | } |
| 845 | |
| 846 | if (AT(w, h, ret->grid, ret->px, ret->py) == STOP || |
| 847 | AT(w, h, ret->grid, ret->px+DX(dir), |
| 848 | ret->py+DY(dir)) == WALL) |
| 849 | break; |
| 850 | } |
| 851 | |
| 852 | return ret; |
| 853 | } |
| 854 | |
| 855 | /* ---------------------------------------------------------------------- |
| 856 | * Drawing routines. |
| 857 | */ |
| 858 | |
| 859 | static void game_compute_size(game_params *params, int tilesize, |
| 860 | int *x, int *y) |
| 861 | { |
| 862 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 863 | struct { int tilesize; } ads, *ds = &ads; |
| 864 | ads.tilesize = tilesize; |
| 865 | |
| 866 | *x = 2 * BORDER + 1 + params->w * TILESIZE; |
| 867 | *y = 2 * BORDER + 1 + params->h * TILESIZE; |
| 868 | } |
| 869 | |
| 870 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 871 | game_params *params, int tilesize) |
| 872 | { |
| 873 | ds->tilesize = tilesize; |
| 874 | |
| 875 | assert(!ds->player_bg_saved); |
| 876 | |
| 877 | if (ds->player_background) |
| 878 | blitter_free(dr, ds->player_background); |
| 879 | ds->player_background = blitter_new(dr, TILESIZE, TILESIZE); |
| 880 | } |
| 881 | |
| 882 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
| 883 | { |
| 884 | float *ret = snewn(3 * NCOLOURS, float); |
| 885 | int i; |
| 886 | |
| 887 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
| 888 | |
| 889 | ret[COL_OUTLINE * 3 + 0] = 0.0F; |
| 890 | ret[COL_OUTLINE * 3 + 1] = 0.0F; |
| 891 | ret[COL_OUTLINE * 3 + 2] = 0.0F; |
| 892 | |
| 893 | ret[COL_PLAYER * 3 + 0] = 0.0F; |
| 894 | ret[COL_PLAYER * 3 + 1] = 1.0F; |
| 895 | ret[COL_PLAYER * 3 + 2] = 0.0F; |
| 896 | |
| 897 | ret[COL_DEAD_PLAYER * 3 + 0] = 1.0F; |
| 898 | ret[COL_DEAD_PLAYER * 3 + 1] = 0.0F; |
| 899 | ret[COL_DEAD_PLAYER * 3 + 2] = 0.0F; |
| 900 | |
| 901 | ret[COL_MINE * 3 + 0] = 0.0F; |
| 902 | ret[COL_MINE * 3 + 1] = 0.0F; |
| 903 | ret[COL_MINE * 3 + 2] = 0.0F; |
| 904 | |
| 905 | ret[COL_GEM * 3 + 0] = 0.6F; |
| 906 | ret[COL_GEM * 3 + 1] = 1.0F; |
| 907 | ret[COL_GEM * 3 + 2] = 1.0F; |
| 908 | |
| 909 | for (i = 0; i < 3; i++) { |
| 910 | ret[COL_WALL * 3 + i] = (3 * ret[COL_BACKGROUND * 3 + i] + |
| 911 | 1 * ret[COL_HIGHLIGHT * 3 + i]) / 4; |
| 912 | } |
| 913 | |
| 914 | *ncolours = NCOLOURS; |
| 915 | return ret; |
| 916 | } |
| 917 | |
| 918 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 919 | { |
| 920 | int w = state->p.w, h = state->p.h, wh = w*h; |
| 921 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 922 | int i; |
| 923 | |
| 924 | ds->tilesize = 0; |
| 925 | |
| 926 | /* We can't allocate the blitter rectangle for the player background |
| 927 | * until we know what size to make it. */ |
| 928 | ds->player_background = NULL; |
| 929 | ds->player_bg_saved = FALSE; |
| 930 | ds->pbgx = ds->pbgy = -1; |
| 931 | |
| 932 | ds->p = state->p; /* structure copy */ |
| 933 | ds->started = FALSE; |
| 934 | ds->grid = snewn(wh, unsigned short); |
| 935 | for (i = 0; i < wh; i++) |
| 936 | ds->grid[i] = UNDRAWN; |
| 937 | |
| 938 | return ds; |
| 939 | } |
| 940 | |
| 941 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 942 | { |
| 943 | sfree(ds->grid); |
| 944 | sfree(ds); |
| 945 | } |
| 946 | |
| 947 | static void draw_player(drawing *dr, game_drawstate *ds, int x, int y, |
| 948 | int dead) |
| 949 | { |
| 950 | if (dead) { |
| 951 | int coords[DIRECTIONS*4]; |
| 952 | int d; |
| 953 | |
| 954 | for (d = 0; d < DIRECTIONS; d++) { |
| 955 | float x1, y1, x2, y2, x3, y3, len; |
| 956 | |
| 957 | x1 = DX(d); |
| 958 | y1 = DY(d); |
| 959 | len = sqrt(x1*x1+y1*y1); x1 /= len; y1 /= len; |
| 960 | |
| 961 | x3 = DX(d+1); |
| 962 | y3 = DY(d+1); |
| 963 | len = sqrt(x3*x3+y3*y3); x3 /= len; y3 /= len; |
| 964 | |
| 965 | x2 = (x1+x3) / 4; |
| 966 | y2 = (y1+y3) / 4; |
| 967 | |
| 968 | coords[d*4+0] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x1); |
| 969 | coords[d*4+1] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y1); |
| 970 | coords[d*4+2] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x2); |
| 971 | coords[d*4+3] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y2); |
| 972 | } |
| 973 | draw_polygon(dr, coords, DIRECTIONS*2, COL_DEAD_PLAYER, COL_OUTLINE); |
| 974 | } else { |
| 975 | draw_circle(dr, x + TILESIZE/2, y + TILESIZE/2, |
| 976 | TILESIZE/3, COL_PLAYER, COL_OUTLINE); |
| 977 | } |
| 978 | draw_update(dr, x, y, TILESIZE, TILESIZE); |
| 979 | } |
| 980 | |
| 981 | #define FLASH_DEAD 0x100 |
| 982 | #define FLASH_WIN 0x200 |
| 983 | #define FLASH_MASK 0x300 |
| 984 | |
| 985 | static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v) |
| 986 | { |
| 987 | int tx = COORD(x), ty = COORD(y); |
| 988 | int bg = (v & FLASH_DEAD ? COL_DEAD_PLAYER : |
| 989 | v & FLASH_WIN ? COL_HIGHLIGHT : COL_BACKGROUND); |
| 990 | |
| 991 | v &= ~FLASH_MASK; |
| 992 | |
| 993 | clip(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1); |
| 994 | draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1, bg); |
| 995 | |
| 996 | if (v == WALL) { |
| 997 | int coords[6]; |
| 998 | |
| 999 | coords[0] = tx + TILESIZE; |
| 1000 | coords[1] = ty + TILESIZE; |
| 1001 | coords[2] = tx + TILESIZE; |
| 1002 | coords[3] = ty + 1; |
| 1003 | coords[4] = tx + 1; |
| 1004 | coords[5] = ty + TILESIZE; |
| 1005 | draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); |
| 1006 | |
| 1007 | coords[0] = tx + 1; |
| 1008 | coords[1] = ty + 1; |
| 1009 | draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
| 1010 | |
| 1011 | draw_rect(dr, tx + 1 + HIGHLIGHT_WIDTH, ty + 1 + HIGHLIGHT_WIDTH, |
| 1012 | TILESIZE - 2*HIGHLIGHT_WIDTH, |
| 1013 | TILESIZE - 2*HIGHLIGHT_WIDTH, COL_WALL); |
| 1014 | } else if (v == MINE) { |
| 1015 | int cx = tx + TILESIZE / 2; |
| 1016 | int cy = ty + TILESIZE / 2; |
| 1017 | int r = TILESIZE / 2 - 3; |
| 1018 | int coords[4*5*2]; |
| 1019 | int xdx = 1, xdy = 0, ydx = 0, ydy = 1; |
| 1020 | int tdx, tdy, i; |
| 1021 | |
| 1022 | for (i = 0; i < 4*5*2; i += 5*2) { |
| 1023 | coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx; |
| 1024 | coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy; |
| 1025 | coords[i+2*1+0] = cx - r/6*xdx + r*ydx; |
| 1026 | coords[i+2*1+1] = cy - r/6*xdy + r*ydy; |
| 1027 | coords[i+2*2+0] = cx + r/6*xdx + r*ydx; |
| 1028 | coords[i+2*2+1] = cy + r/6*xdy + r*ydy; |
| 1029 | coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx; |
| 1030 | coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy; |
| 1031 | coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx; |
| 1032 | coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy; |
| 1033 | |
| 1034 | tdx = ydx; |
| 1035 | tdy = ydy; |
| 1036 | ydx = xdx; |
| 1037 | ydy = xdy; |
| 1038 | xdx = -tdx; |
| 1039 | xdy = -tdy; |
| 1040 | } |
| 1041 | |
| 1042 | draw_polygon(dr, coords, 5*4, COL_MINE, COL_MINE); |
| 1043 | |
| 1044 | draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); |
| 1045 | } else if (v == STOP) { |
| 1046 | draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2, |
| 1047 | TILESIZE*3/7, -1, COL_OUTLINE); |
| 1048 | draw_rect(dr, tx + TILESIZE*3/7, ty+1, |
| 1049 | TILESIZE - 2*(TILESIZE*3/7) + 1, TILESIZE-1, bg); |
| 1050 | draw_rect(dr, tx+1, ty + TILESIZE*3/7, |
| 1051 | TILESIZE-1, TILESIZE - 2*(TILESIZE*3/7) + 1, bg); |
| 1052 | } else if (v == GEM) { |
| 1053 | int coords[8]; |
| 1054 | |
| 1055 | coords[0] = tx+TILESIZE/2; |
| 1056 | coords[1] = ty+TILESIZE*1/7; |
| 1057 | coords[2] = tx+TILESIZE*1/7; |
| 1058 | coords[3] = ty+TILESIZE/2; |
| 1059 | coords[4] = tx+TILESIZE/2; |
| 1060 | coords[5] = ty+TILESIZE-TILESIZE*1/7; |
| 1061 | coords[6] = tx+TILESIZE-TILESIZE*1/7; |
| 1062 | coords[7] = ty+TILESIZE/2; |
| 1063 | |
| 1064 | draw_polygon(dr, coords, 4, COL_GEM, COL_OUTLINE); |
| 1065 | } |
| 1066 | |
| 1067 | unclip(dr); |
| 1068 | draw_update(dr, tx, ty, TILESIZE, TILESIZE); |
| 1069 | } |
| 1070 | |
| 1071 | #define BASE_ANIM_LENGTH 0.1F |
| 1072 | #define FLASH_LENGTH 0.3F |
| 1073 | |
| 1074 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 1075 | game_state *state, int dir, game_ui *ui, |
| 1076 | float animtime, float flashtime) |
| 1077 | { |
| 1078 | int w = state->p.w, h = state->p.h /*, wh = w*h */; |
| 1079 | int x, y; |
| 1080 | float ap; |
| 1081 | int player_dist; |
| 1082 | int flashtype; |
| 1083 | int gems, deaths; |
| 1084 | char status[256]; |
| 1085 | |
| 1086 | if (flashtime && |
| 1087 | !((int)(flashtime * 3 / FLASH_LENGTH) % 2)) |
| 1088 | flashtype = ui->flashtype; |
| 1089 | else |
| 1090 | flashtype = 0; |
| 1091 | |
| 1092 | /* |
| 1093 | * Erase the player sprite. |
| 1094 | */ |
| 1095 | if (ds->player_bg_saved) { |
| 1096 | assert(ds->player_background); |
| 1097 | blitter_load(dr, ds->player_background, ds->pbgx, ds->pbgy); |
| 1098 | draw_update(dr, ds->pbgx, ds->pbgy, TILESIZE, TILESIZE); |
| 1099 | ds->player_bg_saved = FALSE; |
| 1100 | } |
| 1101 | |
| 1102 | /* |
| 1103 | * Initialise a fresh drawstate. |
| 1104 | */ |
| 1105 | if (!ds->started) { |
| 1106 | int wid, ht; |
| 1107 | |
| 1108 | /* |
| 1109 | * Blank out the window initially. |
| 1110 | */ |
| 1111 | game_compute_size(&ds->p, TILESIZE, &wid, &ht); |
| 1112 | draw_rect(dr, 0, 0, wid, ht, COL_BACKGROUND); |
| 1113 | draw_update(dr, 0, 0, wid, ht); |
| 1114 | |
| 1115 | /* |
| 1116 | * Draw the grid lines. |
| 1117 | */ |
| 1118 | for (y = 0; y <= h; y++) |
| 1119 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), |
| 1120 | COL_LOWLIGHT); |
| 1121 | for (x = 0; x <= w; x++) |
| 1122 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), |
| 1123 | COL_LOWLIGHT); |
| 1124 | |
| 1125 | ds->started = TRUE; |
| 1126 | } |
| 1127 | |
| 1128 | /* |
| 1129 | * If we're in the process of animating a move, let's start by |
| 1130 | * working out how far the player has moved from their _older_ |
| 1131 | * state. |
| 1132 | */ |
| 1133 | if (oldstate) { |
| 1134 | ap = animtime / ui->anim_length; |
| 1135 | player_dist = ap * (dir > 0 ? state : oldstate)->distance_moved; |
| 1136 | } else { |
| 1137 | player_dist = 0; |
| 1138 | ap = 0.0F; |
| 1139 | } |
| 1140 | |
| 1141 | /* |
| 1142 | * Draw the grid contents. |
| 1143 | * |
| 1144 | * We count the gems as we go round this loop, for the purposes |
| 1145 | * of the status bar. Of course we have a gems counter in the |
| 1146 | * game_state already, but if we do the counting in this loop |
| 1147 | * then it tracks gems being picked up in a sliding move, and |
| 1148 | * updates one by one. |
| 1149 | */ |
| 1150 | gems = 0; |
| 1151 | for (y = 0; y < h; y++) |
| 1152 | for (x = 0; x < w; x++) { |
| 1153 | unsigned short v = (unsigned char)state->grid[y*w+x]; |
| 1154 | |
| 1155 | /* |
| 1156 | * Special case: if the player is in the process of |
| 1157 | * moving over a gem, we draw the gem iff they haven't |
| 1158 | * gone past it yet. |
| 1159 | */ |
| 1160 | if (oldstate && oldstate->grid[y*w+x] != state->grid[y*w+x]) { |
| 1161 | /* |
| 1162 | * Compute the distance from this square to the |
| 1163 | * original player position. |
| 1164 | */ |
| 1165 | int dist = max(abs(x - oldstate->px), abs(y - oldstate->py)); |
| 1166 | |
| 1167 | /* |
| 1168 | * If the player has reached here, use the new grid |
| 1169 | * element. Otherwise use the old one. |
| 1170 | */ |
| 1171 | if (player_dist < dist) |
| 1172 | v = oldstate->grid[y*w+x]; |
| 1173 | else |
| 1174 | v = state->grid[y*w+x]; |
| 1175 | } |
| 1176 | |
| 1177 | /* |
| 1178 | * Special case: erase the mine the dead player is |
| 1179 | * sitting on. Only at the end of the move. |
| 1180 | */ |
| 1181 | if (v == MINE && !oldstate && state->dead && |
| 1182 | x == state->px && y == state->py) |
| 1183 | v = BLANK; |
| 1184 | |
| 1185 | if (v == GEM) |
| 1186 | gems++; |
| 1187 | |
| 1188 | v |= flashtype; |
| 1189 | |
| 1190 | if (ds->grid[y*w+x] != v) { |
| 1191 | draw_tile(dr, ds, x, y, v); |
| 1192 | ds->grid[y*w+x] = v; |
| 1193 | } |
| 1194 | } |
| 1195 | |
| 1196 | /* |
| 1197 | * Gem counter in the status bar. We replace it with |
| 1198 | * `COMPLETED!' when it reaches zero ... or rather, when the |
| 1199 | * _current state_'s gem counter is zero. (Thus, `Gems: 0' is |
| 1200 | * shown between the collection of the last gem and the |
| 1201 | * completion of the move animation that did it.) |
| 1202 | */ |
| 1203 | if (state->dead && (!oldstate || oldstate->dead)) |
| 1204 | sprintf(status, "DEAD!"); |
| 1205 | else if (state->gems || (oldstate && oldstate->gems)) |
| 1206 | sprintf(status, "Gems: %d", gems); |
| 1207 | else |
| 1208 | sprintf(status, "COMPLETED!"); |
| 1209 | /* We subtract one from the visible death counter if we're still |
| 1210 | * animating the move at the end of which the death took place. */ |
| 1211 | deaths = ui->deaths; |
| 1212 | if (oldstate && ui->just_died) { |
| 1213 | assert(deaths > 0); |
| 1214 | deaths--; |
| 1215 | } |
| 1216 | if (deaths) |
| 1217 | sprintf(status + strlen(status), " Deaths: %d", deaths); |
| 1218 | status_bar(dr, status); |
| 1219 | |
| 1220 | /* |
| 1221 | * Draw the player sprite. |
| 1222 | */ |
| 1223 | assert(!ds->player_bg_saved); |
| 1224 | assert(ds->player_background); |
| 1225 | { |
| 1226 | int ox, oy, nx, ny; |
| 1227 | nx = COORD(state->px); |
| 1228 | ny = COORD(state->py); |
| 1229 | if (oldstate) { |
| 1230 | ox = COORD(oldstate->px); |
| 1231 | oy = COORD(oldstate->py); |
| 1232 | } else { |
| 1233 | ox = nx; |
| 1234 | oy = ny; |
| 1235 | } |
| 1236 | ds->pbgx = ox + ap * (nx - ox); |
| 1237 | ds->pbgy = oy + ap * (ny - oy); |
| 1238 | } |
| 1239 | blitter_save(dr, ds->player_background, ds->pbgx, ds->pbgy); |
| 1240 | draw_player(dr, ds, ds->pbgx, ds->pbgy, (state->dead && !oldstate)); |
| 1241 | ds->player_bg_saved = TRUE; |
| 1242 | } |
| 1243 | |
| 1244 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 1245 | int dir, game_ui *ui) |
| 1246 | { |
| 1247 | int dist; |
| 1248 | if (dir > 0) |
| 1249 | dist = newstate->distance_moved; |
| 1250 | else |
| 1251 | dist = oldstate->distance_moved; |
| 1252 | ui->anim_length = sqrt(dist) * BASE_ANIM_LENGTH; |
| 1253 | return ui->anim_length; |
| 1254 | } |
| 1255 | |
| 1256 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 1257 | int dir, game_ui *ui) |
| 1258 | { |
| 1259 | if (!oldstate->dead && newstate->dead) { |
| 1260 | ui->flashtype = FLASH_DEAD; |
| 1261 | return FLASH_LENGTH; |
| 1262 | } else if (oldstate->gems && !newstate->gems) { |
| 1263 | ui->flashtype = FLASH_WIN; |
| 1264 | return FLASH_LENGTH; |
| 1265 | } |
| 1266 | return 0.0F; |
| 1267 | } |
| 1268 | |
| 1269 | static int game_wants_statusbar(void) |
| 1270 | { |
| 1271 | return TRUE; |
| 1272 | } |
| 1273 | |
| 1274 | static int game_timing_state(game_state *state, game_ui *ui) |
| 1275 | { |
| 1276 | return TRUE; |
| 1277 | } |
| 1278 | |
| 1279 | static void game_print_size(game_params *params, float *x, float *y) |
| 1280 | { |
| 1281 | } |
| 1282 | |
| 1283 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 1284 | { |
| 1285 | } |
| 1286 | |
| 1287 | #ifdef COMBINED |
| 1288 | #define thegame inertia |
| 1289 | #endif |
| 1290 | |
| 1291 | const struct game thegame = { |
| 1292 | "Inertia", "games.inertia", |
| 1293 | default_params, |
| 1294 | game_fetch_preset, |
| 1295 | decode_params, |
| 1296 | encode_params, |
| 1297 | free_params, |
| 1298 | dup_params, |
| 1299 | TRUE, game_configure, custom_params, |
| 1300 | validate_params, |
| 1301 | new_game_desc, |
| 1302 | validate_desc, |
| 1303 | new_game, |
| 1304 | dup_game, |
| 1305 | free_game, |
| 1306 | FALSE, solve_game, |
| 1307 | FALSE, game_text_format, |
| 1308 | new_ui, |
| 1309 | free_ui, |
| 1310 | encode_ui, |
| 1311 | decode_ui, |
| 1312 | game_changed_state, |
| 1313 | interpret_move, |
| 1314 | execute_move, |
| 1315 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
| 1316 | game_colours, |
| 1317 | game_new_drawstate, |
| 1318 | game_free_drawstate, |
| 1319 | game_redraw, |
| 1320 | game_anim_length, |
| 1321 | game_flash_length, |
| 1322 | FALSE, FALSE, game_print_size, game_print, |
| 1323 | game_wants_statusbar, |
| 1324 | FALSE, game_timing_state, |
| 1325 | 0, /* mouse_priorities */ |
| 1326 | }; |